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	Tech ENABLE_GL_IMGUI_SHADERS - Render imgui using shaders
(cherry picked from commit prusa3d/PrusaSlicer@d0d89a4d5b)
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					 6 changed files with 140 additions and 41 deletions
				
			
		|  | @ -122,8 +122,7 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc | |||
| 
 | ||||
|     for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) { | ||||
|         const std::string& source = sources[i]; | ||||
|         if (!source.empty()) | ||||
|         { | ||||
|         if (!source.empty()) { | ||||
|             EShaderType type = static_cast<EShaderType>(i); | ||||
|             auto [result, id] = create_shader(type); | ||||
|             if (result) | ||||
|  | @ -301,6 +300,17 @@ void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const | |||
|     set_uniform(id, (Matrix3f)value.cast<float>()); | ||||
| } | ||||
| 
 | ||||
| void GLShaderProgram::set_uniform(int id, const Matrix4f& value) const | ||||
| { | ||||
|     if (id >= 0) | ||||
|         glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data()))); | ||||
| } | ||||
| 
 | ||||
| void GLShaderProgram::set_uniform(int id, const Matrix4d& value) const | ||||
| { | ||||
|     set_uniform(id, (Matrix4f)value.cast<float>()); | ||||
| } | ||||
| 
 | ||||
| void GLShaderProgram::set_uniform(int id, const Vec3f& value) const | ||||
| { | ||||
|     if (id >= 0) | ||||
|  |  | |||
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